Public PvP Event

Hourly $FIGHT War Windows

Post once to qualify, then fight in any one-hour PvP window that fits your schedule. Every hour pays 20,000 $FIGHT across upgrade-friendly weight classes: Scouts can still earn, stronger ships unlock better lanes, and the event no longer depends on being online for one final 24-hour snapshot.

Qualify To Play

To qualify, post the pre-built message with your referral link, then get at least one outside click. One valid social post unlocks the hourly event day, so players are not asked to spam a new post every hour. Clicks from an IP already seen on your own login history do not count.

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Pre-built post

Weight Classes

Each hour pays 20,000 $FIGHT across six lanes. The split reflects the latest event data: most players fought in Scouts, but better ships need a visible earnings path so upgrading feels worth it.

Hourly Prize Distribution

Every one-hour window has its own 20,000 $FIGHT pool. Results close at the top of the hour, rewards become claimable after review, and the next window starts fresh for players in other time zones.

ClassHourly PoolEligible ShipsPaid DepthPurpose
Scout Swarm5,000ScoutTop 20High participation starter lane
Strike Wing4,500Fighter, Destroyer, BomberTop 10First real upgrade path
Utility Run1,500Space TugTop 5Support ships get their own lane
Heavy Command4,000Cruiser, CarrierTop 5Mid-to-high ship incentive
Capital Siege3,000Battleship, Dreadnought, TitanTop 3Prestige lane without draining the pool
Underdog Bounty2,000Smaller ships damaging heavier shipsTop 10Rewards brave upward attacks

How winners are decided

Each hourly leaderboard stands on its own. A player can join one hour, skip five hours, then come back later without losing the whole event. Social qualification is checked at claim time, and abuse review happens before payout.

20,000 / hour 1 post / event day Fresh boards hourly

If a class has fewer than the paid depth, unclaimed rewards should roll into the next hour's Scout Swarm and Underdog Bounty pools. That keeps rewards where the players actually are while still showing a clear upgrade ladder.

Live Leaderboard

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Recruit Your Fleet

Players can use their referral dashboard to copy links, create campaign-specific codes, and track clicks, signups, purchases, and logged commission.

Your referral command center

Share your link with pilots joining the event, then check which posts, communities, or partners are driving real signups and purchases.

Clicks Signups Purchases
Open Referrals
Link TypeUse CaseAvailable Stats
Main linkDefault account inviteAll-time totals
Campaign linkEvent posts, creators, communitiesPer-code totals
Short URLEasy social sharingRecent activity
Event CreatorsCreate one code per creator, post, or channel so campaign performance is easy to compare.
Privacy PreservedRecent activity redacts referred pilot names while still showing the conversion timeline.
Reward ReadinessThe dashboard shows logged commission from referred purchases while payout controls continue through the referral payout system.

Scoring Rules

Each hour is scored independently. Progress is based on contribution, not only final blows, so damage, pressure, and landed hits all matter during the window you choose to play.

Score Formula

score = damage dealt + 25% damage taken + 5 points per hit

Damage dealt is the biggest driver. Damage taken gives partial credit for frontline pressure, and every landed hit adds a small flat bonus.

Hourly Windows

At the top of each hour, the current board closes and a new board opens. A player's best hour can stand on its own, which makes the event friendlier for players with jobs, sleep schedules, and inconvenient time zones.

What Counts

Qualifying PvP combat inside the event window counts toward the ship's class leaderboard. Shared attacks count by contribution, so you do not need the final blow to earn points.

What Does Not Count

NPC damage, station attacks, self-farming, same-owner activity, and disqualified alliance abuse do not count. Kills and engagement totals may be shown, but they do not add a separate bonus beyond damage and hits.

FAQ

Detailed answers for pilots deciding when to fight, whether to upgrade, and how social qualification affects hourly rewards.

How does the hourly event work?

Every hour is a self-contained PvP contest. The leaderboard for that hour closes at the top of the next hour, the next board starts from zero, and that hour's 20,000 $FIGHT pool is assigned across the six weight classes.

Do I need to play all day?

No. The whole point of the hourly format is to let players compete when they are available. A player who only has one strong hour can still win that hour's class reward instead of losing to someone who was online for a full 24 hours.

Do I need a new social post every hour?

No. One valid social post plus one outside referral-link click should qualify you for the event day. The social requirement keeps the growth loop intact without turning the event into a posting chore.

What counts as an outside click?

An outside click is a referral-link click from an IP address that has not appeared in your own login history. Self-clicks, VPN tests from your own device, or clicks from the same household may fail qualification review.

How does a battleship earn points?

A battleship fights in Capital Siege and earns points from the same formula: damage dealt, 25% of damage taken, and 5 points per landed hit. Capital ships have a smaller pool than Scouts right now because participation is thinner, but they also face fewer direct competitors.

How does a scout earn points?

A scout fights in Scout Swarm and can also qualify for Underdog Bounty when it damages heavier targets. Scouts earn points from real PvP contribution: landed hits, damage dealt, and partial credit for damage taken. They do not need to destroy the target to score.

Why are Scouts paid so deeply?

The latest PvP event had far more Scout participants than any other ship class. Paying top 20 in Scout Swarm gives more real players a reason to enter, while the heavier lanes remain attractive because they have lower competition and better upgrade bonuses.

How does this encourage buying better ships?

Better ships open additional prize lanes with fewer competitors. Strike Wing is the first upgrade lane, Heavy Command is the mid-game lane, and Capital Siege is the prestige lane. Upgrade bonuses can also reward a player's first hourly score or first top finish in a higher class.

What is the Underdog Bounty?

Underdog Bounty rewards smaller ships that punch upward into heavier targets. It should not simply duplicate the Scout leaderboard. The clean version counts meaningful small-ship damage against larger hulls, giving coordinated lower-tier pilots a special reason to take risky fights.

Do kills give bonus points?

No separate kill bonus is added by default. The damage and hits that caused the kill already count, which keeps the event from becoming only a last-hit race. Kills can still be displayed as a prestige stat.

Why does damage taken count?

Damage taken gives tanks, bait ships, and frontline pilots partial credit for creating real combat pressure. It is only worth 25% of damage dealt, so dealing damage remains the strongest way to climb.

What if a class has very few players?

If a class has fewer eligible players than paid ranks, the unclaimed amount should roll into the next hour's Scout Swarm and Underdog Bounty pools. This avoids overpaying empty high-end brackets while preserving the incentive to upgrade.

Can one player win multiple hours?

Yes, but the healthiest version caps full-value wins after a few hours or tracks a separate best-hours leaderboard. That lets dedicated players keep competing without turning the event into a requirement to stay online all day.

When are rewards claimable?

Rewards should become claimable after the hour closes and the review pass completes. If social qualification is missing, the reward can remain pending until the event-day claim deadline instead of being instantly forfeited.

What is reviewed before payout?

Review should check social qualification, self-clicks, same-owner farming, suspicious alliance coordination, NPC or station damage, and repeated-target abuse. Legitimate group fights still count by each pilot's contribution.